filter_activator_name
Class hierarchy |
---|
CFilterName |
filters.cpp
|
filter_activator_name
is a point entity available in all Source games. It is a filter that checks the targetname of the activator.
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Filter Name
(filtername)
<targetname> - The name to filter by.
- Note:Entities without any targetname can be filtered by leaving the
Filter Name
blank.
BaseFilter:
- Filter mode
(Negated)
<boolean> - Inverts the filter, making the specified criteria fail and all others pass.
Inputs
BaseFilter:
TestActivator
- Tests the entity that called the input (the
!activator
) against the filter, and fires either theOnPass
orOnFail
output. - Bug:Calling this input will cause the server to crash if the
!activator
entity no longer exists. Do not use this input to test any entities which may be asynchronously deleted, such as players or projectiles, or in an i/o chain which might be initiated by entity deletion, such as theOnEndTouch
output of a trigger. [todo tested in?]
Outputs
BaseFilter:
OnPass
OnFail
- One of these will fire when
TestActivator
input is sent, depending on if the activator is allowed by the filter or not.